Mr. Game & Watch is a playable character in the Brawl mod Project M. Because of his rather low standing on the Melee tier list, he has been significantly buffed for his appearance in Project M. He ranks 6th out of 41 on the officialtier list, placing him in the A tier and significantly above his placements in Melee and Brawl, where he ranks 19th out of 26 and 16th out of 38, respectively.

Mr. Game & Watch falls under the general lightweight archetype, being nimble and weak, while having few powerful moves (such as his up smash) that possess high KO potential. He has received a lot of buffs from "Brawl", and got a slight re-working of his Side-Special, Judge; adding a few small tweaks to the mechanics of the move to make it easier to predict.

Compared to some other characters, Game & Watch is not as easy to combo as them as a result of being light, small, and floaty.

His inability to be combo'd efficiently, however, is exchanged for being heavily susceptible to juggles and KOs as a result of his light weight (tied with Fox as the third lightest) and relatively low falling speed, making him extremely easy to KO both horizontally and vertically.

Judgement numbers 2 through 8 are significantly more powerful. Numbers now also show one or two lights above them, indicating whether the next number will be even or odd - one dot means it will be odd, two dots means it will be even.

Dash Attack has a hitbox at the very start of the move that sends enemies forward.

Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size.

Down Air is interruptible sooner in the air.

All Throws appear identical in animation until the opponent is released.

All Chef foods are fire element and able to melt ice, instead of only Shrimp.

Chef depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak.

Chef foods random trajectories can be limited to the upper or lower three by holding up or down.

Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the attack button is pressed rapidly, Mr. Game & Watch will fire the insecticide repeatedly, at which point the attack button may be held down to continue firing. This move can be hard to DI out of.

3%

3% (loop)

Forward tilt

Lion

13% (clean), 8% (late)

Holds out a chair forward. This move has long range, but significant starting lag. Deals light horizontal knockback.

Flips a manhole cover in front of him. Has great range and good vertical knockback.

Dash attack

Helmet

10% (clean), 9% (late)

Slides his head along the ground while wearing a helmet. This move is slow and easy to punish.

Forward smash

Fire Attack

Clean: 18% (torch), 14% (handle)Late: 10% (flame), 8% (handle)

Pulls out a torch and swings it forwards. Great base knockback and even greater knockback scaling with a hitbox that lasts longer than expected, making it hard to punish, being capable of KOing lightweights at 65% and heavyweights at 75%. Delivers flame element damage when sweetspotted.

Up smash

Octopus

21%

With a diving helmet on, Mr. Game & Watch leans back and then swings his head forwards. This move has some start-up lag, but deals high damage and knockback. This move can KO as early as 60%. Mr. Game & Watch's head is intangible while the hitboxes are active.

Down smash

Vermin

17% (hammers), 13% (handles)

Takes out two hammers and slams them down simultaneously on both sides. Hitting at the sourspot deals less damage, but is a powerful semi-spike and can KO early when used on the edge against recovering opponents. Hitting at the sweetspot deals very powerful vertical knockback, being capable of KOing as early as 90%.

Neutral aerial

Parachute

17%

Mr. Game & Watch opens up a parachute. This move has good horizontal knockback and can KO as early as 100% on lightweights.

Forward aerial

Mario Bros.

16% (clean), 7% (late)

Mr. Game & Watch swings a box forwards. If hit when it first comes out, it deals high damage and can KO as early as 125%, but if late, the deals minor damage with extremely low knockback. The box can also hit slightly above and behind Mr. Game & Watch during its windup due to its hitbox's interpolation.

Mr. Game & Watch blows upwards once. This move can be acted out of extremely quickly.

Down aerial

Donkey Kong Jr.

15% (clean), 14% (late), 6% (landing)

Mr. Game & Watch pulls out a key and plunges downwards. If the opponent is under Mr. Game & Watch and gets hit right when the move comes out, it is a meteor smash. When it meteors an opponent into the ground at low percents, the landing hitbox can hit them again for additional damage.

Grab

—

Pummel

Alarm

3%

Bashes the enemy with an alarm bell. Somewhat slow for a pummel.

Forward throw

Ball

8%

Juggles the enemy as a ball, then launches them forward. Looks exactly the same as his other throws, making it difficult to DI correctly.

Back throw

Ball

8%

Juggles the enemy as a ball, then launches them backwards. Looks exactly the same as his other throws, making it difficult to DI correctly.

Up throw

Ball

8%

Juggles the enemy as a ball, then launches them upwards. Looks exactly the same as his other throws, making it difficult to DI correctly.

Down throw

Ball

10%

Juggles the enemy as a ball, then launches them onto the ground. Looks exactly the same as his other throws, making it difficult to DI correctly. Can be followed up with a smash, tilt, jab, Judge, or Fire, but only if the opponent fails to tech.

Floor attack (front)

6%

Gets out a hammer and quickly slams it in front of him, then behind him.

Floor attack (back)

6%

Identical to frontal floor attack, except the back hit comes out slightly faster.

Flips a pan upward while a piece of meat flies out in a random direction out of 5 possible trajectories, dealing fire element damage on contact. The first two meats to appear on the stage are large and possess a very small amount of knockback. If one Mr. Game & Watch already has 2 of his own meats present on stage when using the move again he will only fling small pieces of meat that carry no hitstun, and will continue to fling "Mini-Meat™" until he has less than two meats of any size present. The pan has a hitbox at start up that does fire based damage and is a semi-spike. The threshold of random flight paths can be limited to the either the first 3 or last 3 of the 5 possible trajectories by holding the control stick up or down (respectively) during the brief period before the meat actually exits the pan.

Swings a hammer in front of him and holds up a digital display, with a random number from 1-9. The number displayed reflects the unique effect that the hammer strike will have. Above the digital display will be either 1 or 2 dots: 1 dot means that the next use of Judge will produce only odd numbers (1, 3, 5, 7, 9), and 2 dots means that the next Judge will be an even number (2, 4, 6, 8). Additionally, Judge cannot produce a number that was already displayed within the past two uses of the move, and a match begins with Judge acting as if the two past uses were a 2, then a 1 (meaning the first use will be neither a 2 nor a 1, and the second hit will be neither a 1 nor the number produced on the first use). This lets players know what to expect from the next Judge with up to 33% certainty and plan accordingly for it. Notably, every even number produces a devastating gimping effect, and every odd number produces a wide variety of mix-up options.

Jumps upwards off a trampoline held by two firemen. He will damage whatever he hits on the way up, but not on the way down. This move can be followed up with aerial attacks, but he will no longer be able to air dodge.

Mr. Game & Watch holds out a bucket that absorbs any incoming energy-based projectiles. The bucket can absorb up to three projectiles, after which the move turns into a powerful attack that can one-hit KO opponents depending on the strength of the projectiles absorbed. Taking out the bucket immediately halts all of Mr. Game & Watch's momentum once per air state, so the move can also be used to air-stall and recover, a technique known as Bucket Braking. However, the move will not cancel any momentum if the bucket is full.

Transforms into the large octopus that appears in its eponymous game, Octopus. Damage is dealt on contact and range can be increased by pressing the attack buttons. The move lasts about 17 seconds and grants Mr. Game & Watch infinite swimming time if he happens to enter a body of water.

Judge Damage Values

Number

Damage

Description

#1

1%

A weak hit with deals no hitstun. This move causes 10% recoil damage—regardless of whether the attack hits or not.

#2

8%

Another weak attack that plants a flower on the opponent's head when it connects. Connecting this move on a grounded opponent stuns them, while connecting on an airborne opponent weakly spikes them.

A flame attack that delivers surprising high knockback and semi-spikes the opponent.

#7

16%

An attack that deals moderate knockback and produces an apple if it hits a foe. The apple heals 10% damage, which can be consumed by anyone. This move also heals Mr. Game & Watch 10% damage—regardless of whether the attack hits or not.